首页 > 最新文献

Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play最新文献

英文 中文
Pre-Eating Play: Fabrication Experiences for Playful Human-Food Interaction 进食前游戏:人类与食物互动的制造体验
Michinari Kono, Osamu Kabashima, Norio Sasaki, Junichi Yamaoka
Recent progress of human--food interaction (HFI) has led to a growing interest in the merger of digital technologies for playful experiences in eating. Although these interactive technologies have been primarily integrated with eating experiences, we find that progress has also been made in digital food fabrication process in the human--computer interaction (HCI) field. Food fabrication techniques are used to expand the design space of food preparation, and it is accomplished before the eating stage. Many products have introduced playful experiences to this preparation stage. However, we have not yet explored food fabrication techniques in the context of play in depth. This paper discusses the food preparation stage and how it can be designed to be playful by introducing several product cases. Using this knowledge, we further discuss how such methods can be applied to previous digital food fabrication techniques with our own example of a playful food fabrication approach. We aim to enable various stages of human--food interaction to be more playful by understanding food as a toy-like object that can be independent from or related to the eating stage.
人类与食物互动(HFI)的最新进展使得人们对融合数字技术以获得有趣的饮食体验越来越感兴趣。虽然这些交互技术主要与饮食体验相结合,但我们发现在人机交互(HCI)领域的数字食品制造过程也取得了进展。利用食品制作技术拓展食品制作的设计空间,在食用阶段之前完成。许多产品在这个准备阶段引入了好玩的体验。然而,我们还没有深入探索食品制造技术在游戏的背景下。本文通过介绍几个产品案例,讨论了食品准备阶段以及如何将其设计得有趣。利用这些知识,我们进一步讨论了如何将这些方法应用于以前的数字食品制造技术,我们自己的一个有趣的食品制造方法的例子。我们的目标是通过将食物理解为一种类似玩具的物体,可以独立于进食阶段或与进食阶段相关,从而使人类与食物互动的各个阶段变得更加有趣。
{"title":"Pre-Eating Play: Fabrication Experiences for Playful Human-Food Interaction","authors":"Michinari Kono, Osamu Kabashima, Norio Sasaki, Junichi Yamaoka","doi":"10.1145/3410404.3414228","DOIUrl":"https://doi.org/10.1145/3410404.3414228","url":null,"abstract":"Recent progress of human--food interaction (HFI) has led to a growing interest in the merger of digital technologies for playful experiences in eating. Although these interactive technologies have been primarily integrated with eating experiences, we find that progress has also been made in digital food fabrication process in the human--computer interaction (HCI) field. Food fabrication techniques are used to expand the design space of food preparation, and it is accomplished before the eating stage. Many products have introduced playful experiences to this preparation stage. However, we have not yet explored food fabrication techniques in the context of play in depth. This paper discusses the food preparation stage and how it can be designed to be playful by introducing several product cases. Using this knowledge, we further discuss how such methods can be applied to previous digital food fabrication techniques with our own example of a playful food fabrication approach. We aim to enable various stages of human--food interaction to be more playful by understanding food as a toy-like object that can be independent from or related to the eating stage.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76554021","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
More than Looking: Using Eye Movements Behind the Eyelids as a New Game Mechanic 不只是看:使用眼睑后面的眼球运动作为一种新的游戏机制
Argenis Ramirez Gomez, Hans-Werner Gellersen
The number of mainstream gaze-enabled games is rapidly increasing. They introduce gaze interactions based on the alignment of the eyes' focus on locations of interest. We challenge this traditional use of gaze and propose to play without looking. We developed KryptonEyed, a mini-game prototype that requires the player to close their eyes and perform eye movements behind the eyelids before opening them to aim with gaze for interaction. To validate the interaction mechanic and the game experience, we conducted two user studies. We evaluated the feasibility of using the proposed dynamic, its performance and the game experience. Results show how participants could successfully use the proposed gaze technique and overcome the game challenge. Based on our findings, we discuss the metaphors to "not look" for interaction and give directions to introduce the dynamic in gaze-enabled games.
主流游戏的数量正在迅速增加。他们引入了基于眼睛聚焦在感兴趣的位置上的注视互动。我们挑战这种传统的凝视方式,并建议玩家在玩游戏时不看。我们开发了《KryptonEyed》,这是一款迷你游戏原型,要求玩家在睁开眼睛之前先闭上眼睛,在眼皮后面进行眼球运动,以瞄准视线进行互动。为了验证交互机制和游戏体验,我们进行了两次用户研究。我们评估了使用提议动态的可行性,它的性能和游戏体验。结果显示了参与者如何成功地使用所提出的凝视技术并克服游戏挑战。基于我们的发现,我们讨论了“不看”互动的隐喻,并给出了在具有注视功能的游戏中引入动态的方向。
{"title":"More than Looking: Using Eye Movements Behind the Eyelids as a New Game Mechanic","authors":"Argenis Ramirez Gomez, Hans-Werner Gellersen","doi":"10.1145/3410404.3414240","DOIUrl":"https://doi.org/10.1145/3410404.3414240","url":null,"abstract":"The number of mainstream gaze-enabled games is rapidly increasing. They introduce gaze interactions based on the alignment of the eyes' focus on locations of interest. We challenge this traditional use of gaze and propose to play without looking. We developed KryptonEyed, a mini-game prototype that requires the player to close their eyes and perform eye movements behind the eyelids before opening them to aim with gaze for interaction. To validate the interaction mechanic and the game experience, we conducted two user studies. We evaluated the feasibility of using the proposed dynamic, its performance and the game experience. Results show how participants could successfully use the proposed gaze technique and overcome the game challenge. Based on our findings, we discuss the metaphors to \"not look\" for interaction and give directions to introduce the dynamic in gaze-enabled games.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"109 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74281576","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 6
Disambiguating Preferences for Gamification Strategies to Motivate Pro-Environmental Behaviour 消除游戏化策略的歧义偏好以激励亲环境行为
Leen Van Houdt, Martijn Millecamp, K. Verbert, V. Abeele
Much topical gamification research has focused on the application of personality trait models and the development of player typologies. These models are often applied under the assumption that personality or gamification user type reside as a stable construct within the individual. However, the preference for gamification strategies as well as their motivational impact, may vary in different contexts and situations. Therefore, our study aimed to disambiguate the different levels of motivation (global, contextual and situational) underlying preferences for gamification strategies, in the specific domain of pro-environmental behaviour. To this end, we developed a gamified mobile app to promote pro-environmental behaviour. Next, 56 participants interacted with the app during on average 22 days, while logs with various game elements were collected. Additionally, participants filled out the Hexad questionnaire to establish gamification user type, a survey polling for intrinsic versus extrinsic motivation towards the environment, and two questionnaires to assess pro-environmental behaviour before and after app usage. Our findings suggest that particularly intrinsic motivation towards the environment predicts preferences for gamification strategies whereas gamification user types fall short. In sum, our study lends support to measuring at different levels of motivation to understand and tailor gamification strategies for pro-environmental behaviour.
许多游戏化研究都集中在人格特质模型的应用和玩家类型的发展上。这些模型通常是在假设个性或游戏化用户类型存在于个体内部的稳定结构下应用的。然而,对游戏化策略的偏好及其动机影响可能在不同的背景和情况下有所不同。因此,我们的研究旨在澄清在亲环境行为的特定领域中,游戏化策略的潜在偏好的不同动机水平(全局、情境和情境)。为此,我们开发了一个游戏化的移动应用程序,以促进环保行为。接下来,56名参与者在平均22天的时间里与应用进行了互动,同时收集了各种游戏元素的日志。此外,参与者还填写了Hexad问卷,以确定游戏化用户类型,调查环境的内在动机和外在动机,以及评估应用使用前后的亲环境行为的两份问卷。我们的研究结果表明,特别是对环境的内在动机预测了对游戏化策略的偏好,而游戏化用户类型则不足。总之,我们的研究为衡量不同层次的动机提供了支持,以理解和定制亲环境行为的游戏化策略。
{"title":"Disambiguating Preferences for Gamification Strategies to Motivate Pro-Environmental Behaviour","authors":"Leen Van Houdt, Martijn Millecamp, K. Verbert, V. Abeele","doi":"10.1145/3410404.3414244","DOIUrl":"https://doi.org/10.1145/3410404.3414244","url":null,"abstract":"Much topical gamification research has focused on the application of personality trait models and the development of player typologies. These models are often applied under the assumption that personality or gamification user type reside as a stable construct within the individual. However, the preference for gamification strategies as well as their motivational impact, may vary in different contexts and situations. Therefore, our study aimed to disambiguate the different levels of motivation (global, contextual and situational) underlying preferences for gamification strategies, in the specific domain of pro-environmental behaviour. To this end, we developed a gamified mobile app to promote pro-environmental behaviour. Next, 56 participants interacted with the app during on average 22 days, while logs with various game elements were collected. Additionally, participants filled out the Hexad questionnaire to establish gamification user type, a survey polling for intrinsic versus extrinsic motivation towards the environment, and two questionnaires to assess pro-environmental behaviour before and after app usage. Our findings suggest that particularly intrinsic motivation towards the environment predicts preferences for gamification strategies whereas gamification user types fall short. In sum, our study lends support to measuring at different levels of motivation to understand and tailor gamification strategies for pro-environmental behaviour.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"33 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80292135","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 11
Plastic Buttons, Complex People: An Ethnomethodology-informed Ethnography of a Video Game Museum 塑料按钮,复杂的人:电子游戏博物馆的民族方法学
Velvet Spors, Gisela Reyes-Cruz, Harriet R. Cameron, Martin Flintham, P. Brundell, David Murphy
This paper reports on an ethnomethodology-informed ethnography of a video game museum. Based on 4 weeks of ethnographic fieldwork, we showcase how groups of visitors to the museum achieved the interactional work necessary to play games together and organise a museum visit as a social unit. By showcasing and explication excerpts of museums visits we make the "taken-for-granted" nature of these interactions visible. Embedded within an activity map that outlines how people "prepare", "play", "wind down" and "exit" games, we showcase the sequential, temporal, and carefully negotiated character of these visits. Based on our findings and the resulting "Machinery of Interaction", we propose three design implications for spaces that aim to exhibit video games and/or try to facilitate co-located, collective video game play.
本文报告了一个电子游戏博物馆的民族方法学知识的民族志。基于为期4周的人种学田野调查,我们展示了博物馆的游客群体如何实现必要的互动工作,一起玩游戏,并作为一个社会单位组织博物馆参观。通过展示和解释博物馆参观的摘录,我们使这些互动的“理所当然”的性质可见。嵌入在活动地图中,勾勒出人们如何“准备”、“玩”、“放松”和“退出”游戏,我们展示了这些访问的顺序、时间和精心协商的特征。基于我们的发现和由此产生的“互动机制”,我们提出了三个旨在展示电子游戏和/或试图促进共同定位,集体电子游戏体验的空间设计含义。
{"title":"Plastic Buttons, Complex People: An Ethnomethodology-informed Ethnography of a Video Game Museum","authors":"Velvet Spors, Gisela Reyes-Cruz, Harriet R. Cameron, Martin Flintham, P. Brundell, David Murphy","doi":"10.1145/3410404.3414234","DOIUrl":"https://doi.org/10.1145/3410404.3414234","url":null,"abstract":"This paper reports on an ethnomethodology-informed ethnography of a video game museum. Based on 4 weeks of ethnographic fieldwork, we showcase how groups of visitors to the museum achieved the interactional work necessary to play games together and organise a museum visit as a social unit. By showcasing and explication excerpts of museums visits we make the \"taken-for-granted\" nature of these interactions visible. Embedded within an activity map that outlines how people \"prepare\", \"play\", \"wind down\" and \"exit\" games, we showcase the sequential, temporal, and carefully negotiated character of these visits. Based on our findings and the resulting \"Machinery of Interaction\", we propose three design implications for spaces that aim to exhibit video games and/or try to facilitate co-located, collective video game play.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"14 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88852544","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Visual Delegates - Enhancing Player Perception by Visually Delegating Player Character Sensation 视觉委派-通过视觉委派玩家角色感觉来增强玩家感知
Sebastian Misztal, Guillermo Carbonell, Jonas Schild
While a player character in a game can experience all perceptual modalities, player senses are often limited, especially to the visual channel. As a result, many video games apply visual delegates that function as a substitution to enhance player perception and intensify the relation between player and player character. For instance, in first-person actions games, red colored edges on the screen layer visually inform the player of being hit and, to some extent, this visual feedback delegates the character's affect (i.e., pain) to the player's perception. Existing games apply such delegates in various forms. Yet, there is no systematic investigation or classification of these visual delegates resulting in a lack of understanding how to appropriately assign visual delegates to perceptual events in game design. Using a grounded theory-based approach, we systematically analyzed 102 character-centered video games. We collected 67 visual delegates and derived 12 associated groups of five basic perceptions. As a first, our work provides a systematic classification and collection that allows game designers to find appropriate visual delegates for character perceptions they want to trigger in players.
虽然游戏中的玩家角色可以体验所有感知模式,但玩家的感官通常是有限的,尤其是视觉渠道。因此,许多电子游戏将视觉委托作为一种替代,以增强玩家感知并强化玩家与玩家角色之间的关系。例如,在第一人称动作游戏中,屏幕层的红色边缘在视觉上告诉玩家被击中了,在某种程度上,这种视觉反馈将角色的影响(如疼痛)传达给玩家的感知。现有的游戏以各种形式使用这种委托。然而,由于缺乏对这些视觉代表的系统调查或分类,导致人们缺乏对如何在游戏设计中适当地将视觉代表分配给感知事件的理解。使用基于理论的方法,我们系统地分析了102款以角色为中心的电子游戏。我们收集了67个视觉代表,并得出了12个相关的五种基本感知组。首先,我们的工作提供了一个系统的分类和集合,允许游戏设计师找到合适的视觉代表,他们想要触发玩家的角色感知。
{"title":"Visual Delegates - Enhancing Player Perception by Visually Delegating Player Character Sensation","authors":"Sebastian Misztal, Guillermo Carbonell, Jonas Schild","doi":"10.1145/3410404.3414238","DOIUrl":"https://doi.org/10.1145/3410404.3414238","url":null,"abstract":"While a player character in a game can experience all perceptual modalities, player senses are often limited, especially to the visual channel. As a result, many video games apply visual delegates that function as a substitution to enhance player perception and intensify the relation between player and player character. For instance, in first-person actions games, red colored edges on the screen layer visually inform the player of being hit and, to some extent, this visual feedback delegates the character's affect (i.e., pain) to the player's perception. Existing games apply such delegates in various forms. Yet, there is no systematic investigation or classification of these visual delegates resulting in a lack of understanding how to appropriately assign visual delegates to perceptual events in game design. Using a grounded theory-based approach, we systematically analyzed 102 character-centered video games. We collected 67 visual delegates and derived 12 associated groups of five basic perceptions. As a first, our work provides a systematic classification and collection that allows game designers to find appropriate visual delegates for character perceptions they want to trigger in players.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"13 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90090207","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 7
Social Gaze in Minimalist Games 极简主义游戏中的社交凝视
M. Lankes
Social gaze-based interactions in games form a timely field of research as they can enrich communicative acts within the game world. Apart from portraying gaze via realistic-looking characters, we deem that these aspects could also be applied to non-anthropomorphic characters found in so-called minimalist games. These games use simple mechanics and an abstract art style to convey deep and meaningful experiences. The paper examines concepts of social gaze in minimalist games via a comparative study that focuses on the players' perceived quality of social interaction towards abstract non-player characters. By creating a game made up of three levels, it is aimed to uncover differences between the inclusion and exclusion of gaze-aware characters. The results show that the integration of gaze-based social interactions led to a positive social experience among players. Social gaze in this context is not superfluous but adds a crucial element in the interpretation of game objects: Players in the gaze condition tended to see the abstract entities as characters instead of lifeless game objects.
游戏中基于社交注视的互动形成了一个及时的研究领域,因为它们可以丰富游戏世界中的交流行为。除了通过逼真的角色描绘凝视之外,我们认为这些方面也可以应用于所谓的极简主义游戏中的非拟人化角色。这些游戏使用简单的机制和抽象的艺术风格来传达深刻而有意义的体验。本文通过比较研究,考察了极简主义游戏中的社交凝视概念,该研究关注的是玩家对抽象非玩家角色的社交互动感知质量。通过创造一款由三个关卡组成的游戏,我们的目标是揭示包含和排除具有凝视意识的角色之间的差异。结果表明,基于注视的社交互动能够给玩家带来积极的社交体验。在这种情况下,社交凝视并不是多余的,而是为游戏对象的解释添加了一个关键元素:处于凝视状态的玩家倾向于将抽象实体视为角色,而不是毫无生气的游戏对象。
{"title":"Social Gaze in Minimalist Games","authors":"M. Lankes","doi":"10.1145/3410404.3414265","DOIUrl":"https://doi.org/10.1145/3410404.3414265","url":null,"abstract":"Social gaze-based interactions in games form a timely field of research as they can enrich communicative acts within the game world. Apart from portraying gaze via realistic-looking characters, we deem that these aspects could also be applied to non-anthropomorphic characters found in so-called minimalist games. These games use simple mechanics and an abstract art style to convey deep and meaningful experiences. The paper examines concepts of social gaze in minimalist games via a comparative study that focuses on the players' perceived quality of social interaction towards abstract non-player characters. By creating a game made up of three levels, it is aimed to uncover differences between the inclusion and exclusion of gaze-aware characters. The results show that the integration of gaze-based social interactions led to a positive social experience among players. Social gaze in this context is not superfluous but adds a crucial element in the interpretation of game objects: Players in the gaze condition tended to see the abstract entities as characters instead of lifeless game objects.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"108 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87608335","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 6
"Let's Get Physiological, Physiological!": A Systematic Review of Affective Gaming “让我们上生理课,生理课!”:情感游戏的系统回顾
R. Robinson, Katelyn Wiley, Amir Rezaeivahdati, Madison Klarkowski, R. Mandryk
Physiological sensing has been a prominent fixture in games user research (GUR) since the late 1990s, when researchers started to explore its potential to enhance and understand experience within digital game play. Since these early days, is has been widely argued that "affective gaming"---in which gameplay is influenced by a player's emotional state---can enhance player experience by integrating physiological sensors into play. Reflecting in 2020 on these last 20 years of progress, we systematically review the field of affective gaming to answer whether or not it has met this promise. We create a framework (the affective game loop) to classify 162 publications (included from an initial search set of 52,834 results) within affective gaming, present findings on the current state of the field, and discuss how our findings, contextualized within the affective game loop, can guide the future of affective gaming.
自20世纪90年代末以来,生理感知一直是游戏用户研究(GUR)的重要组成部分,当时研究人员开始探索其增强和理解数字游戏体验的潜力。从早期开始,人们就普遍认为“情感游戏”(游戏邦注:游戏玩法受玩家情绪状态影响)可以通过将生理传感器整合到游戏中来增强玩家体验。在2020年回顾过去20年的进展,我们系统地回顾情感游戏领域,以回答它是否达到了这一承诺。我们创建了一个框架(情感游戏循环),对情感游戏中的162份出版物(包括最初的52,834个搜索结果)进行分类,展示了该领域当前状态的发现,并讨论了我们的发现如何在情感游戏循环的背景下指导情感游戏的未来。
{"title":"\"Let's Get Physiological, Physiological!\": A Systematic Review of Affective Gaming","authors":"R. Robinson, Katelyn Wiley, Amir Rezaeivahdati, Madison Klarkowski, R. Mandryk","doi":"10.1145/3410404.3414227","DOIUrl":"https://doi.org/10.1145/3410404.3414227","url":null,"abstract":"Physiological sensing has been a prominent fixture in games user research (GUR) since the late 1990s, when researchers started to explore its potential to enhance and understand experience within digital game play. Since these early days, is has been widely argued that \"affective gaming\"---in which gameplay is influenced by a player's emotional state---can enhance player experience by integrating physiological sensors into play. Reflecting in 2020 on these last 20 years of progress, we systematically review the field of affective gaming to answer whether or not it has met this promise. We create a framework (the affective game loop) to classify 162 publications (included from an initial search set of 52,834 results) within affective gaming, present findings on the current state of the field, and discuss how our findings, contextualized within the affective game loop, can guide the future of affective gaming.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78714424","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 40
Reconnecting with Food through Dining Play 通过用餐游戏与食物重新连接
Y. Tai, Deepti Aggarwal, R. A. Khot
While the food production and processing are known to cause major environmental pollution, we as consumers have little awareness of the underlying processes that bring food from farm to plate. This lack of awareness influences our food related decisions and we end up following non-sustainable food practices. To create awareness on food related issues, we present two playful dining experiences: (1) Caesar on a Skewer that presents the hidden data about water consumption levels for different foods through a Caesar salad, and (2) Chopstick Parfait that visualizes the hidden data related to the food distribution channels through the Parfait dessert. We simulated the dining environment to evaluate these dining experiences. We present findings related to both dining play interactions and edible visualizations. To guide future technological development around food related issues, we discuss the implications of our work around three themes: food arrangement, playful discomforts and delayed feedback. Through this work, we aim to advocate and inspire the use of food for designing multi-sensorial serious play.
众所周知,食品生产和加工会造成严重的环境污染,而我们作为消费者,却很少意识到将食物从农场带到餐桌上的潜在过程。这种意识的缺乏影响了我们与食物相关的决定,我们最终遵循了不可持续的食物做法。为了提高人们对食物相关问题的认识,我们展示了两种有趣的用餐体验:(1)通过凯撒沙拉展示了不同食物的水消耗水平的隐藏数据,以及(2)通过帕菲甜点展示了与食物分销渠道相关的隐藏数据的筷子帕菲。我们模拟就餐环境来评估这些就餐体验。我们提出了与用餐游戏互动和食用可视化相关的研究结果。为了指导未来围绕食物相关问题的技术发展,我们围绕三个主题讨论了我们的工作的含义:食物安排,好玩的不适和延迟反馈。通过这个作品,我们旨在倡导和启发使用食物来设计多感官的严肃游戏。
{"title":"Reconnecting with Food through Dining Play","authors":"Y. Tai, Deepti Aggarwal, R. A. Khot","doi":"10.1145/3410404.3414231","DOIUrl":"https://doi.org/10.1145/3410404.3414231","url":null,"abstract":"While the food production and processing are known to cause major environmental pollution, we as consumers have little awareness of the underlying processes that bring food from farm to plate. This lack of awareness influences our food related decisions and we end up following non-sustainable food practices. To create awareness on food related issues, we present two playful dining experiences: (1) Caesar on a Skewer that presents the hidden data about water consumption levels for different foods through a Caesar salad, and (2) Chopstick Parfait that visualizes the hidden data related to the food distribution channels through the Parfait dessert. We simulated the dining environment to evaluate these dining experiences. We present findings related to both dining play interactions and edible visualizations. To guide future technological development around food related issues, we discuss the implications of our work around three themes: food arrangement, playful discomforts and delayed feedback. Through this work, we aim to advocate and inspire the use of food for designing multi-sensorial serious play.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89733549","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 5
A Serious Game for Promoting Positive Attitudes Towards Nursing Homes Among Youth 一个严肃的游戏,促进青少年对养老院的积极态度
Cassandra Folkins, Emily Read, J. Mundee, M. Birk, Scott Bateman
As the population ages, nursing homes (long term residential care facilities for older adults) are facing a crisis. Currently, there are too few people pursuing career opportunities in the field, which can be largely attributed to the negative stereotypes towards aging and nursing homes. Because young people, aged 10-14 years, are at a critical point where they are beginning to consider potential career paths, we investigate the impact of countering negative stereotypes on the attitudes of young people using a serious game. Journey Through Carington House is a point-and-click serious game for young people that focuses on providing positive experiences as a resident assistant in a nursing home environment. In this work, we present the game's design and a study with 22 young people. We find that narrative in serious games can be a tool for influencing young peoples? views of older adults, and to help them better understand nursing homes and consider them as future workplaces.
随着人口老龄化,养老院(为老年人提供长期住宿的设施)面临着危机。目前,在该领域寻求职业机会的人太少,这在很大程度上可以归因于对老龄化和养老院的负面刻板印象。因为10-14岁的年轻人正处于开始考虑潜在职业道路的关键时期,我们调查了通过玩严肃游戏来对抗负面刻板印象对年轻人态度的影响。《Journey Through Carington House》是一款针对年轻人的指向和点击严肃游戏,其重点是在养老院环境中提供积极的住宿助理体验。在这项工作中,我们展示了游戏的设计和对22名年轻人的研究。我们发现严肃游戏中的叙述可以成为影响年轻人的工具。对老年人的看法,并帮助他们更好地了解养老院,并将其视为未来的工作场所。
{"title":"A Serious Game for Promoting Positive Attitudes Towards Nursing Homes Among Youth","authors":"Cassandra Folkins, Emily Read, J. Mundee, M. Birk, Scott Bateman","doi":"10.1145/3410404.3414253","DOIUrl":"https://doi.org/10.1145/3410404.3414253","url":null,"abstract":"As the population ages, nursing homes (long term residential care facilities for older adults) are facing a crisis. Currently, there are too few people pursuing career opportunities in the field, which can be largely attributed to the negative stereotypes towards aging and nursing homes. Because young people, aged 10-14 years, are at a critical point where they are beginning to consider potential career paths, we investigate the impact of countering negative stereotypes on the attitudes of young people using a serious game. Journey Through Carington House is a point-and-click serious game for young people that focuses on providing positive experiences as a resident assistant in a nursing home environment. In this work, we present the game's design and a study with 22 young people. We find that narrative in serious games can be a tool for influencing young peoples? views of older adults, and to help them better understand nursing homes and consider them as future workplaces.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"47 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78494856","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
Risking Treasure: Testing Loss Aversion in an Adventure Game 冒险宝藏:在冒险游戏中测试损失厌恶
Natanael Bandeira Romão Tomé, Madison Klarkowski, C. Gutwin, Cody J. Phillips, R. Mandryk, A. Cockburn
Loss aversion is a cognitive bias in which the negative feelings associated with prospective losses have a greater magnitude than the positive feelings of winning equivalent gains. Although well studied in behavioural economics, there is little understanding of whether and how it arises in game contexts. In games, the 'magic circle' may free players from their held attitudes, especially because in-game losses and gains are virtual. On the other hand, experienced immersion and a desire to achieve may make in-game decisions similar to out-of-game contexts. Knowing whether cognitive biases like loss aversion affect players is important for game designers when they create decision points and choices for players. We carried out a study in a Zelda-style game with 18 decision points about wagering gold at different win:loss ratios. Our results show that despite the temporary and digital nature of the game world, and the virtual nature of the gold, players still exhibited a strong bias towards avoiding losses. Our findings imply that designers should understand and account for loss aversion when setting up risk and reward structures in their games.
损失厌恶是一种认知偏差,其中与预期损失相关的负面情绪比赢得同等收益的积极情绪更强烈。尽管行为经济学研究得很好,但人们对它是否以及如何出现在游戏环境中却知之甚少。在游戏中,“魔法圈”可以将玩家从固有观念中解放出来,特别是因为游戏中的得失都是虚拟的。另一方面,经验丰富的沉浸感和对成就的渴望可能会让玩家做出与游戏外情境类似的游戏内决策。当游戏设计师为玩家创造决策点和选择时,了解损失厌恶等认知偏差是否会影响玩家,这一点非常重要。我们在一款带有18个决策点的《塞尔达》风格游戏中进行了一项研究,这些决策点是关于在不同的输赢比率下下注的。我们的研究结果表明,尽管游戏世界是暂时的、数字化的,而且金币是虚拟的,但玩家仍然表现出避免损失的强烈倾向。我们的研究结果表明,当设计师在游戏中设置风险和奖励结构时,他们应该理解并考虑损失厌恶情绪。
{"title":"Risking Treasure: Testing Loss Aversion in an Adventure Game","authors":"Natanael Bandeira Romão Tomé, Madison Klarkowski, C. Gutwin, Cody J. Phillips, R. Mandryk, A. Cockburn","doi":"10.1145/3410404.3414250","DOIUrl":"https://doi.org/10.1145/3410404.3414250","url":null,"abstract":"Loss aversion is a cognitive bias in which the negative feelings associated with prospective losses have a greater magnitude than the positive feelings of winning equivalent gains. Although well studied in behavioural economics, there is little understanding of whether and how it arises in game contexts. In games, the 'magic circle' may free players from their held attitudes, especially because in-game losses and gains are virtual. On the other hand, experienced immersion and a desire to achieve may make in-game decisions similar to out-of-game contexts. Knowing whether cognitive biases like loss aversion affect players is important for game designers when they create decision points and choices for players. We carried out a study in a Zelda-style game with 18 decision points about wagering gold at different win:loss ratios. Our results show that despite the temporary and digital nature of the game world, and the virtual nature of the gold, players still exhibited a strong bias towards avoiding losses. Our findings imply that designers should understand and account for loss aversion when setting up risk and reward structures in their games.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"19 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86925523","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
期刊
Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1